I started this article last summer but never finished it. Here is the unfinished work:
54 Age Lines Seek Face Lift
Analysis of the Type One Restricted List
A List in Search of a Policy
INtroduction There is one thing apart from all else that sets Type One apart from other formats of magic. It isn’t because Type One has twice the card pool of Extended, a number of hundred dollar singles, or even that there are a number of accidents – highly abusible undercosted spells such as Ancestral Recall or Yawgmoth’s Will. The single most prominent feature of Type One is the mana acceleration. People who watch some of the more ridiculous Type One matches are struck by how fast the games may seem. A complaint about Extended last season was in a similar vein. Kai Budde was heard complaining that the format was too fast, a fact which he claimed had a number of undesirable consequences, one of which, was that a player had to rely heavily on the luck of the opening hand and the consistency of the deck they chose.
Accelleration in Type One isn’t so much a feature of the format as a rule of the format. It tends to raise viability bar for some strategies (beatdown) and make other strategies easier (combo). The reason it’s a rule of the format instead of a feature is because Type One is defined by it. Black Lotus isn’t a card that one generally puts into a deck because of design synergies or metagame benefits, it is included because of the mere fact that it is legal to play with. DCI policy makers don’t look at Black Lotus and ask: Is Black Lotus distorting the format? Should it be unrestricted? Metagame considerations of this sort aren’t even brought to bear. It would be like considering the addition another Draw Step or a change in the starting life total – it would be a change in the rules of the format, not a decision based upon competitive balance. For this reason asking if a Mox or Black Lotus should be restricted or unrestricted is an absurdity from a metagame viewpoint – it’s like asking whether there should be four Queens in Chess or one.
This is why Null Rod is so good. It essentially breaks a fundamental rule of the format – a feature of the format that many decks rely on. The five original moxen of the format are essentially in the same category. They don’t automatically belong in every deck, but they are not by any means restricted for metagame considerations. Running them or not is not too different from the question of whether to run a 60 card deck or not. Having more than 60 cards in your deck better have a darned compelling rationale. Of the remaining cards on the Restricted list, Mana Crypt comes closest to joining this small cadre of cards which form not just good non-unrestrictables, but are a part of the foundation of the format. The only reason Mana Crypt isn’t included is because slow decks generally can’t handle the drawback. Although, in sofar as the current metagame is concerned, Mana Crypt is widely considered a superior card to Mox Pearl. And for practical purposes, Sol Ring should be included on this list as well. These 8 cards are the heart of Type One along with two unrestricted cards: Force of Will and to a lesser extent Polluted Delta.
What Would Happen If?In this part of the article, I was going to actually speculate what might happen if any given card was unrestricted. I didn't get too far, as you can see.
Ancestral Recall
This card’s importance to the format has dropped dramatically in the last two years. At one point this was the most important card in the most important deck in the middle ages of type one from 1997-2000.
Jan 1st, 2002:
NAME: Keeper
// Mana
4 City of Brass
4 Underground Sea
3 Volcanic Island
3 Tundra
1 Tropical Island
3 Wasteland
1 Undiscovered Paradise
1 Strip Mine
1 Library of Alexandria
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Black Lotus
1 Sol Ring
// Drawing
1 Braingeyser
1 Stroke of Genius
1 Time Walk
1 Fact or Fiction
1 Sylvan Library
1 Ancestral Recall
1 Dismantling Blow
// Recursion
1 Regrowth
1 Yawgmoth's Will
// Search
1 Vampiric Tutor
1 Demonic Tutor
1 Merchant Scroll
1 Mystical Tutor
// Creature Control
2 Morphling
1 Balance
1 Diabolic Edict
1 The Abyss
// Countermagic
1 Misdirection
4 Mana Drain
4 Force of Will
// Other
1 Zuran Orb
1 Timetwister
1 Fire/Ice
1 Mind Twist
1 Gorilla Shaman
This deck would attempt to tutor up Ancestral, and then find Regrowth to play it again, and then some versions used Gaea’s Blessing to shuffle back Ancestral and Regrowth to replay both again. Eventually the deck used Yawgmoth’s Will and rather than losing importance, it became more important to find Ancestral quickly. Keeper would then build up its entire graveyard for a game winning Yawgmoth’s Will. Of course, this Yawgmoth’s Will was dwarfed by what GroAtog would soon do, and Long.dec afterward.
This card is now just a random power boost to most decks – nothing central, but randomly good. Long would play Ancestral as bait to expend an opponent’s resources so that it might play its real bomb. Draw7 does this quite a bit as well.
Objective Power Level: This is one of the best cards ever printed – easily in the top 5 objectively best cards.
Practical power Level: One test of this is to what degree resolving the spell in question leads to a win.
What would happen if this card were to be unrestricted? I realize the question seems absurd to even ask, but it’s worth speculating if only to get further insight into the cards power level and reinforce our understanding of the format.
It seems to me that the most probable effect of unleashing four Ancestral Recalls would be this outcome: A vastly dominant MiracleGro deck with only weak counter strategies.
Let me walk you through it. If Ancestral was unrestricted almost every deck in Type One would run 4. Keeper, Dragon, each Combo deck, and every aggro-control deck would run 4. The fear of 4 Ancestral Recall immediately suggests that Combo could really break it. The problem with that is that 4 Ancestral Recall in Aggro-Control like MiracleGro would be very very likely to have turn 1 Force of Will and find more Force of Wills more quickly. So each Combo deck would have to contend with what would not doubt be a sea of decks that can find Force of Will almost immediately. Second, the proliferation of Ancestrals would make 4 Misdirections a staple of the format again. Once again, Gro best is able to abuse 4 Misdirections. The free spell grows the Dryad and Gro could probably even run a couple of Foils because of the gross card advantage gained from Ancestrals. Combo would not be able to deal with so much pitch countermagic at every turn in a deck that is so quick. Gro would then basically have a third or fourth turn Yawgmoth’s Will that is beyond broken after having cast multiple Ancestrals before the combo decks can recoup. TPS is already a turn three storm deck. Draw7 tries to win on turn 1 or 2 and Dragon is turn 2-3. Belcher is the fastest combo deck at a turn 1. The dileimma that will happen is whether they can abuse the Ancestrals. These decks can’t not run Ancestral, but they will have to contend with Gro’s superior numbers of pitchmagic and 4 Misdirections. Combo itself will then be forced to use Misdirections and the format would become extremely distorted. Control decks like Keeper would want 4 Ancestrals but would have to contend, once again, with 4 Misdirections in every deck.
The best anti-Gro strategy might be Workshop Trinisphere – but that, once again, is a risky strategy in that Gro will nearly always have Force of Will or a pitch counterspell. It would be even worse than last June where GroAtog was pretty pervasive. And this isn’t even taking into account the limited number of Ancestrals to go around.
Balance
To be honest, I’ve always been a bit mystified by assertions of Balance being the, or among the most broken spells in Type One. I would be hard pressed to rank it in the top 5.
Balance is a ridiculously powerful effect, but primary because it is so undercosted. At 1W you have a veritable buffet of spells like Armeggedon, Mind Twist, and Wrath of God. The problem with Balance is not its power level, it’s the inability to build a strong strategy around it. In Columbus, we have run a fun little tournament called the Battle of the Banned decks which included (insert link) full broken Academy, 4 Necro Trix, and the Maysonet Balance Rack deck. The sucktitude of the Balance deck reflects the fact that discarding your hand to make Balance hurt the opponent is a bad strategy. Almost every deck in the format runs 4 Force of Wills and such a plan just dies to that. In other words, building a deck around Balance is not easy to do – at least not a combo deck. You could certainly take a control deck and add multiple Balances as solid utility cards. But even then, they would be conditional and possibly unwieldy.
The real problem with Balance is that it terribly limits aggro strategies and even aggro-control strategies. The flaw in the argument that Balance should be restricted because of that is that “answering” aggro strategies has proven an inferior strategic choice for Type One. The best way to beat aggro is not to ‘answer’ it, its by winning before aggro does. Psychatog decks are a great example of this. They try to Berserk combo over the aggro player before they reach 0 life.
Black Lotus
See Introduction for a discussion of this card.
Black Vise
Braingeyser
This card is an dud.
Burning Wish
This card was restricted because it finds Yawgmoth’s Will – perhaps the most powerful effect in the format, and the most broken card in the format as well because it is played in so many decks and because it tends to simply win games. We need not dwell on Burning Wish’s restriction except to note what Randy said:
http://www.wizards.com/default.asp?x=mtgcom/daily/rb102Channel
People have talked about unrestricted this card, but in my opinion, that is a terrible idea. Channel taps directly into one of the most abundant resources the game has to offer: life. Let’s not fool ourselves – 20 life is a lot. It’s often far more than one needs – which is why cards like Necropotence and Yawgmoth’s Bargain are so powerful. For a mere GG, you can stick a needle directly into the life vien and suck out 19 mana on turn one.
Add to that the fact that Green is actually a good color now and Elvish Spirit Guide being a very good accelerant and Channel is not difficult to cast. Perhaps the best use of Channel at the moment is to power out Goblin Charbelcher and use it on turn one (insert link).
Chrome Mox
Keep restricted
Crop Rotation
Keep restricted
Demonic Consultation
Keep restricted
Demonic Tutor
Dur dur
Doomsday
??
Dream Halls
??
Earthcraft
Unrestrict
Enlightened Tutor
Keep as is.
Entomb
??
Fact or Fiction
Keep restricted
Fastbond
Dur dur
Fork
Unrestrict
Frantic Search
??
Grim Monolith
Keep restricted
Gush
Dur dur
Library of Alexandria
Keep restricted
Lion’s Eye Diamond
Dur
Lotus Petal
Mana Crypt
Mana Vault
Memory Jar
Mind Over Matter
unrestrict
Mind Twist
Mind's Desire
Mox Diamond
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Mystical Tutor
Necropotence
Regrowth
The problem with this card is something like this. Merchant Scroll for Ancestral. Ancestral. Regrowth Ancestral. Gush. Regrowth Ancestral. Regrowth Ancestral. This gets out of hand quickly.
Sol Ring
Strip Mine
Stroke of Genius
Unrestrict.
Time Spiral
Unrestrict
Time Walk
Timetwister
Tinker
Tolarian Academy
Vampiric Tutor
Voltaic Key
??
Wheel of Fortune
Windfall
Yawgmoth's Bargain
Yawgmoth's Will
Ban
This is the first time I have done a systematic analysis of the Restricted list, so this will be interesting.
I beleive the best way to organize the Restricted List is to see it in groups GROUP A: The Most Broken, and I mean BA-ROKEN, Cards in Type One that will never be unresricted Ancestral Recall
Balance
Black Lotus
Lion?s Eye Diamond
Mind's Desire
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Memory Jar
Necropotence
Sol Ring
Mana Vault
Mana Crypt
Time Walk
Timetwister
Tinker
Tolarian Academy
Wheel of Fortune
Windfall
Yawgmoth's Bargain
Yawgmoth's Will
Those 23 cards - with the exception maybe of Time Walk, are all problem cards. They are cards which are at the core of Vintage and what make it so unbalancing. If you banned those cards, this game would be RADICALLY different and almost impossible to truly "break." A substantial
portion of the cards in Group A are the cause of the necessity of restriction the cards in Group B:
(Btw, I would ironically add Dark Ritual and Mishra's Workshop to Group A - if that says anything about the power level of Group A - although I don't want either card restricted).
Group B, cards that have to be restricted becuase of Group A
subgroup 1: The Tutors
Burning Wish
Crop Rotation
Demonic Consultation
Demonic Tutor
Enlightened Tutor
Doomsday
Mystical Tutor
Vampiric Tutor
Spoils may soon join this rank.
Subgroup 2: The borderline Mana Accellerants
Mox Diamond
Chrome Mox
Channel
Grim Monolith
Lotus Petal
Fastbond
Frantic Search (??)
Voltaic Key (??) - if some of hte cards in Group A were unrestricted this card would be much more broken.
Some cards in this subgroup are better than others. If not for the draw 7s and other cards on the restricted list, Fastbond would be less broken, although it arguably belongs in group A - and I would agree with that to a great degree. Of the rest of the group, I think Lotus Petal is probalby the strongest - which is highly ironic. Channel has great potential in a deck like Belcher and with Elvish Spirit Guides around. I think Elvish Spirit Guide and Cabal Ritual are probably both stronger than Mox Diamond an Grim Monolith - and ironically, Dark Ritual is much stronger than any of the cards in this subgroup with perhaps the exception of Fastbond.
Group C: Cards which are Format Warping or Clearly Strong, but not as Broken as the cards in Group A - but becuase of how they function, they are unrestrictable - simply becuase they are too sick in multiples
Black Vise
Strip Mine
Library of Alexandria (??)
Group D: Engines - Cards which Fuel Dominant Decks
Dream Halls
Gush
PERHAPS Fact or Fiction, but I find that HIGHLY spurrious
Mind Over Matter (I find this one doubtful too).
The cards that remain I'd like to discuss individually.
Group E - The Unrestrictables
Braingeyser - Slow and Unweildy. Clearly a good candidate for unrestriction
Earthcraft
Restricted for 1.5
Entomb
I'm not entirely sure about this one. I'm on the side of unrestriction though.
Fact or Fiction
I have spoken at length about this card elsewhere.
Fork
OMG I have written SO Much about why this should be unrestricted beginning with posts on BDOMINIA years ago along with Berserk and Hurkyl's Recall.
Mind Twist
Now here is a REALLY good card to debate the merits of. I'd like to see this unrestricted. I think it COULD be a problem. But it would only be becuase people are playing with lots of accelleration in what is basically a Mind twist deck. I don't think such a deck concept would be viable. Duress is, on the whole, a functionally superior card. What do you think of that, eh?
Regrowth
I think this has to stay simply becuase the potential for abuse is too strong. With green getting stronger by the moment, this card is too undercosted to allow unrestriction.
Stroke of Genius
This card is awful. I laught that it is restricted.
Time Spiral
This card is SOOO Much worse than Diminishing Returns there are not words to describe it.
To be honest, until I did this review, I didn't realize how incongruous the restricted list is with reality. The list has so many cards on it that don't even approach the power level of other unrestricted cards. I honestly would put Diminishing Returns and Dark Ritual in category A - although a restricted Dark Ritual loses much of its potency.
BANNINGS
Bannings aren’t really debated in the Type One community because the potential for restriction tends to solve any sort of metagame problem from a dominant or distorting deck.
The most frequent subject of this discussion historically has been Tolarian Academy. The common argument runs that Banning Academy would enable several other cards to be unrestricted – cards that lose their power without Academy in the format. For the most part, I think these arguments are wanting. Banning Academy would not really enable anything to be unrestricted of value. Perhaps Crop Rotation – although that sees equal amount of play as a tutor for Bazaar of Baghdad. Frantic Search and Mind Over Matter are other examples, but my discussion of their importance highlights the fact that Academy really isn’t critical to their analysis.
Recently, Yawgmoth’s Will has become the most frequent card brought up for banning. I think a very strong case could be made for this.
The principle of restriction is that by limiting a card from four to a single copy in deck construction, the DCI can destroy overly dominant or distorting decks that rely on multiple copies. The majority of the restricted list exemplifies this policy. In recent terms, think of GroAtog with four Gush or Long.dec with four Lion’s Eye Diamond. The reason Restriction is effective is because with only a single copy, it won’t come up with enough frequency to really build a deck around it or abuse it to the full extent.
Yawgmoth’s Will is the one card where that logic breaks down. In the first place, Yawgmoth’s Will is not a card that you need multiple copies of, or need immediately. The strength of a Will is conditioned on the strength of the cards already in the graveyard and the strength of other cards in the deck. Therefore, a strong Will is preceded by other spells that increase the chances that Will will be found. In other words, unlike most restricted cards, Will is not a card that you can heavily diminish the influence of by restricting because decks aren’t trying to get Wills in their opening hand so that it can be the first spell they cast. Going Swamp, Dark Ritual, Yawgmoth’s Will are your first play is as funny as it is useless. However, going Swamp, Dark Ritual, Necorpotence is nothing to laugh about.
That isn’t to say that people wouldn’t play with four Wills if it was unrestricted – I have no doubt that they would, but the assumption underlying the principle of restriction that you want to diminish the number of multiples in a deck in order to stop a certain engine is less applicable to Will.
This force of this point is brought home with the realization that each powerful preceding spell increases the likelihood that Will will show up – and when it does, it will grow more broken with each spell cast. It is for this reason that decks with robust drawing engines often don’t even need to Tutor for Will – if you simply draw enough cards you will find it. Yet tutors are cast often for Ancestral Recall.
I think the case for banning Yawgmoth’s Will is very strong once the realization is made that future restrictions will have to be made entirely or partly because of Yawgmoth’s Will.
The first deck to abuse Yawgmoth’s Will that I witnessed in Type One was Keeper and Trix. Both decks fueled large game winning Yawgmoth’s Wills. Advancements in Type One made Yawgmoth’s Will more central.
Taking a look back for the moment, the Gush engine was very broken in GroAtog because the deck was naturally very powerful (the Gro base), and because of the interaction with Fastbond. But what made the deck ungodly was the combo that occurred when Yawgmoth’s Will was cast. In the turns preceding Yawgmoth’s Will, one Gush may have been cast from hand, and a Merchant Scroll might have found another, and a cantrip or two might have found the third. This was enough to maintain a solid advantage on the board and make Dryads and Togs quite formidable.
When Yawgmoth’s Will was cast, things quickly spiraled out of control. In that turn – often turn three – in the general game and in the usual case at least four Gushes were cast (generating mana with fastbond) along with Ancestral Recall and Time Walk, and Dryads and Togs grew to enormous proportions – often well about 20 power. The Gushes helped find Yawgmoth’s Will and Yawgmoth’s Will made the Gush engine more than just a draw engine that fueled Togs and Dryads, it turned it into a combo deck that didn’t even need Berserk.
The restriction of Gush helped the format slow down a bit. But the next deck to really abuse Yawgmoth’s Will went beyond GroAtog and was really a Yawgmoth’s Will deck: Long.dec. Using Burning Wish and Lion’s Eye Diamonds it found that 4 Burning Wishes and Lion’s Eye Diamond synergy effectively enabled turn one or two, game winning Yawgmoth’s Wills with great consistency. Burning Wish and Lion’s Eye Diamond were restricted to stop that nonsense. This deck moved the Yawgmoth’s Will turn from turn three or four, to turn one or two – and made it possible by putting Will in the SB and finding it with Burning Wish.
Restricting those cards slowed down the format again. But now I am beginning to see Yawgmoth’s Will speed up otherwise moderately fast control decks into a control deck with a combo Yawg Win finish. The fetchlands have made it far more likely that Yawgmoth’s Will will rear its head because of the sheer quantity of cards seen through Brainstorm and other card draw.
Yawgmoth’s Will is called “Yawg Win” because that is generally what happens when it resolves. The effect is to speed up the format by permitting decks to “combo” out far earlier than they would normally win. It seems obvious to me that decks will become more and more efficient at abusing this card, until, once again, something else needs to be restricted. JP Meyer has compared Yawgmoth’s Will in Type One Tog to Upheaval in Tog decks of other formats. The idea that the game ends there is right on – but what the analogy misses is that the spells that led up to the casting of Yawgmoth’s Will have 1) made it more likely to resolve (because you have more countermagic to protect it from having drawn so many cards) and 2) made it more broken (by filling up your graveyard with juicy spells). Upheaval is more analogous to Berserk.
Good Type One players will often Duress a Yawgmoth’s Will far in advance of a likely resolution simply because it is so threatening. It ends the game more quickly than the game would naturally have ended and helps reinforce the perceptions about Type One being less “interactive” than other formats. When Tog plays its second Intuition for Black Lotus, Mana Crypt, and Time Walk simply because it has Yawgmoth’s Will in hand, you know that Yawgmoth’s Will is a focal point of the deck.
It’s not only a safe move to Ban Yawgmoth’s Will, it would be a wise move. I have no doubt that Yawgmoth’s Will constraints deck design unnecessarily, and possibly even limits card design. Yawgmoth’s Will forces the opponent to watch in resignation as all the spells that led up to Yawgmoth’s Will over the course of the entire game are replayed in one turn because of one card. In other words, one player gets to replay the entire game from start to finish. If the cards in Type One are considered “accidents” or even overpowered, then all those broken cards that preceded the Will and made it more likely to show up imbalance the game all over again.
One final factor to emphasize is the universiality of the card. Few decks can’t use Yawgmoth’s Will and the splash for black that occurs just for Will and possibly Demonic Tutor has so little drawback because of Fetchlands that the burden of proof is on the person who failed to include Will to explain why. It is useful in combo decks, control decks, aggro-control decks, prison decks, and aggro decks alike. Most restricted cards can’t boast such unversiality. Necropotence is something control decks generally don’t play.
Steve